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Flayl — Bond Framework
🐉

The Bond Framework

Wild creatures roam Flayl's world. Some can be weakened and captured. A few can be befriended. The ones you bond with fight beside you, level with you, and — when you train it right — carry you into the next encounter.

💡Tip: Highlighted bond-mechanic terms (like Affinity, Combat Taming, or Threat Table) are hoverable — point or click for full mechanic details, related concepts, and flavor.
🛠️Active development: The Bond Framework is in continuous build. Capture, summoning, AI behavior, pack coordination, and damage routing are live in-engine. The mount system, large-scale online networking, and boss encounters are in design and clearly labeled where they appear.
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Lifecycle

How a Bond Forms

From first encounter to a fully-leveled companion, every bond in Flayl runs through the same pipeline. The path branches at the second step depending on whether the creature is the kind you fight or the kind you feed.

Encounter

You find a wild creature in the world. The framework spawns a creature with its species traits, AI behavior settings, limb health, and a danger-level readout you can read off the Creature World UI floating above it.

Approach Choice

The creature's class declares one of three Taming Categories: Passive (approachable, fed by hand), Combat (must be weakened before capture), or Boss (raid-tier, with permadeath consequences). The category decides how you initiate the bond.

Engagement or Interaction

For Combat creatures, you damage them through the normal combat pipeline — bullets, melee, throwables — until their Limb Health and total HP cross the configured Capture Threshold. For Passive creatures, you walk up and trigger a hold-interaction (Feed) that builds Affinity over time.

Capture or Affinity Fill

Combat path: with the creature weakened, an instant Capture interaction routes through the capture system, which evaluates eligibility, rolls capture probability against capture resistance + weakspot bonuses + skill modifiers, and either succeeds or fails (with a brief immunity window on failure). Passive path: feeding ticks Affinity to 1.0, at which point the creature converts cleanly with no roll.

Conversion to a Stored Companion

On a successful capture or completed feed, the creature disappears and a stored creature item lands in your inventory. The item carries every persistent piece of state — class, level, quality tier, current HP percentage, ability slots, combat history, and revival cooldowns — in the stored creature item.

Equip & Summon

You equip the creature into one of your companion slots (you start with one slot; skill-tree investment unlocks slot two and slot three). Summoning spawns the creature at your side; only one creature can be active at a time, and swapping triggers a configurable swap cooldown.

Combat Alongside You

The summoned creature follows the active Combat Mode you've set — Passive, Defensive, Aggressive, Stay, Follow, or Move-To. Its AI runs on a smart behavior brain, picks targets via a Threat Table, and routes its damage and status hits through the same Limb Health system players use.

XP, Leveling, and Ability Unlocks

Damage dealt and kills made grant the creature XP (scaled by your skill-tree XP bonus). Each level can unlock new abilities from the creature's ability progression list. Quality tier acts as a permanent multiplier on stat ranges and ability scaling.

Down, Revive, or Lose

If the creature drops to zero HP it enters a Downed state and goes on a revival cooldown. Common-through-Legendary creatures revive at a configurable cost. Boss creatures permadeath — both the creature dying and the player owner dying while it's out causes a permanent loss.

🪤
Three ways to start a bond

Taming Categories

Every creature class declares exactly one Taming Category at authoring time. The category determines whether you can talk to it, fight it, or both — and what's at stake if it dies.

🤝

Passive Taming

Approachable creatures. You walk up, trigger a hold-Feed interaction, and over the course of multiple feedings you build Affinity from 0 to 1. Filling the bar bonds the creature with no roll. Each food type maps to a per-type affinity gain — feeding a creature its preferred food fills the bar much faster than generic rations.

⚔️

Combat Taming

The default for most creatures. You weaken the target through the normal damage pipeline until it crosses the Capture Threshold (configurable health percentage plus optional limb-blackout requirement), then trigger an instant Capture interaction with a Capture Device. The framework rolls Capture Probability against the creature's resistance and the device's strength. Failed captures grant brief Capture Immunity.

💀

Boss Taming

In Design
Raid-tier encounters. Boss creatures roll the same Combat-style capture pipeline, but on a much harder difficulty curve and with one critical twist: permadeath. If the boss dies, or if the bonded boss owner dies while it's summoned, the creature is permanently lost from the database. Boss encounters themselves are still being authored.

⚔️
What a creature is for

Roles & Behavior Types

Each creature type declares two classification axes — a Primary Role (what it does in a fight) and a Secondary Type (what its broad behavior is built around). These labels drive AI decisions, slot eligibility, and how the framework prioritizes the creature against your build.

Primary Roles

🛡️

Tank

Frontline body. Holds Threat, soaks damage, opens space for the rest of the squad. Pairs naturally with the Defensive combat mode.

💥

DPS

Damage dealer. Pushes the creature's offensive abilities to the front of the rotation. Pairs naturally with Aggressive mode against a designated target.

🎯

Support

Buffer / utility. Boosts allies, debuffs enemies, opens windows the rest of the squad capitalizes on.

💚

Healer

Routes restoration through the Limb Health system. Heals route the same way damage does — auto-targeted to the most-damaged limb unless explicitly directed.

🛠️

Utility

The "everything else" role. Crowd-control specialists, gatherers tuned for combat double-duty, and creatures whose value is what they enable rather than what they hit.

Secondary Behavior Types

🏇

Mount

Rideable. Carries one or more riders in defined seats with role-specific control rights. (Mount system in design — see the Mounts section below.)

⚔️

Offensive

Combat-forward. Will engage threats when the combat mode allows, with an emphasis on damage output abilities.

🛡️

Defensive

Holds ground. Excels at threat generation and survival. Naturally pairs with the Defensive and Stay modes.

🌿

Gathering

Resource-collection-focused. Wired to find and pull harvestable nodes during downtime. (Gathering task in design.)

Support

Buff / heal-focused. Pairs with the Support and Healer roles to amplify squad effectiveness.

🎯
Telling your companion how to fight

Combat Modes

An active companion is always running in one of six explicit Combat Modes. The mode is shared across all players in the world, drives the AI's behavior selection, and can be hot-swapped at any time without dismissing the creature.

🕊️

Passive

No combat. The creature will not attack, will not retaliate. Useful when you need it close but disengaged — exploration, looting, hostile-zone observation.

🛡️

Defensive

Retaliate only. The creature will not initiate, but will engage anything that hits it or threatens its owner. The default when you want a peaceful path that still defends itself.

⚔️

Aggressive

Attack on sight. Hostile targets within the creature's Aggression Radius are engaged the moment they're detected. Use with caution in mixed zones — friendly fire and unintended pulls happen.

📍

Stay

Hold position. The creature plants at its current location and defends from there. Keeps its Threat reactions but won't pursue. Good for choke-point defense.

👣

Follow

The default. The creature trails its owner with a configurable follow offset and Leash Distance. Switches to engagement behavior automatically when threats appear.

🚩

Move To

Direct command. Send the creature to a specific point on the map; it will path there and hold once it arrives. Switches back to Follow on completion or on a recall command.

Two state axes per companion

Quality Tier & Live Status

Each captured creature carries a permanent Quality Tier (rolled at capture time, never changes) and a live Status (changes constantly with damage, downtime, and revival cooldowns).

Quality Tier

Common

Baseline

The reference quality. Stat rolls land in the lower half of the configured ranges. Lowest revival cost.

Uncommon

Reliable

Better stat rolls; modest ability scaling bump. The "good pet" tier.

Rare

Notable

Stat rolls weighted to the upper half. Unlocks more abilities along the level curve.

Epic

Standout

Top-shelf stat ranges, accelerated ability progression, higher revival cost.

Legendary

Elite

The ceiling. Maxed stat rolls, full ability roster on the progression curve, the steepest revival cost. Boss-tier creatures only roll Legendary.

Live Status

💚

Healthy

Full or near-full health. Ready to summon, swap, or fight.

🩹

Injured

Low health but still functional. Continues to fight; won't auto-dismiss.

😵

Downed

Reached zero limb-effective health. Cannot fight; eligible for Revival once the cooldown elapses and you spend the configured revival items.

On Revival Cooldown

Recently revived or recently downed. Cannot be summoned until the timer expires. Skill-tree investment can shorten this window.

💀

Dead (Permadeath)

Boss-tier only. Permanent loss. The stored item is removed from your collection on the next save.

🎯
The numbers behind the catch

Capture Mechanics

A capture attempt is not a coin flip — it's a structured roll. The capture system runs eligibility, then computes a probability from a stack of clearly-defined modifiers, then resolves with a server-side randomness roll. Every layer is configurable per creature.

Threshold

Capture Health

The maximum HP percentage a Combat-tameable creature can be at and still be capture-eligible. Configured per creature type (default 20%). Above the threshold, the capture interaction is disabled outright.

Threshold

Limb Blackout Requirement

Some creature types also require one or more specific limbs to reach zero HP (a "blackout") before they're eligible. Forces players to break the right joints rather than just spray bullets at the torso.

Modifier

Capture Resistance

The creature's base difficulty, 0.0 (easy) to 1.0 (very hard). Set per creature type; legendary creatures sit near the top.

Modifier

Weakspot Bonus

If the class flags it, recent weakspot hits multiply the success chance. The configured weakspot capture multiplier (default ~1.5x) applies once for the recent weakspot-hit count window.

Modifier

Capture Device Strength

The thrown / used capture device contributes its own multiplier. Better devices roll higher quality on the captured creature, too.

Modifier

Skill-Tree Capture Bonus

Investment in the Capture Chance Bonus skill node adds a flat probability bump on top of the device + weakspot stack.

  • 🔁Failed-attempt immunity — A failed capture briefly locks the creature out of further capture attempts. The window is configurable; during it the creature is also extra-aggressive at the player who tried.
  • 😡Failure-to-aggro behavior — A failed capture pushes a fixed threat amount onto the creature's Threat Table for the player who tried. The next thing it does is come for you.
  • 📦Device consumption — A successful capture consumes the device. Failed captures may or may not consume it depending on the device; check the device's spec sheet.
  • Quality roll — On success, the framework rolls the captured creature's Quality Tier, weighted by the device's quality table and the wild creature's type. Higher-tier devices skew the roll toward higher tiers.
  • 🪶Passive path skips the roll — Affinity-filled passive captures don't roll probability — they convert deterministically once the bar is full. The trade is time and food, not luck.
😡
Who the creature decides to fight

The Threat Table

Every creature in the framework — wild and bonded alike — runs a threat table. Anything that affects the creature deposits a weighted threat entry against the responsible attacker. The creature's AI picks its current target by reading the top of that table.

🩸

Damage

The default driver. Direct damage dealt to the creature contributes threat proportional to the damage amount.

💚

Healing an Engaged Ally

Healing an ally currently fighting this creature pulls the healer onto the table. Classic tank-pull behavior, applied to creatures.

📡

Proximity

Entering the creature's aggression radius generates a baseline threat tick — enough to put a target on the table even before any damage is dealt.

🔊

Taunt

Explicit taunt abilities push a forced threat spike. Used by tank-class creatures to peel attention onto themselves.

Buff Ally

Buffing an ally engaged with this creature contributes residual threat to the buffer.

🤝

Damage Pack Member

Hurting a creature that's part of the same Pack as the threatened creature shares threat across pack members. The pack remembers who hurt one of them.

🎯

Aggro Override

Forced-targeting abilities pin the creature to a specific target regardless of accumulated threat values. Used sparingly — bypasses the table entirely.

  • 🔥Failed captures pour threat onto you — A botched capture attempt deposits a flat threat spike for the instigator. The natural consequence: missing the catch makes the creature come for you specifically.
  • 📉Threat decays — Threat entries cool down over time. A creature that lost track of you in cover and didn't take any new hits will eventually drop you off its table and stop hunting.
🐺
Wild creatures hunt together

Pack Behavior

Many wild creatures are configured to spawn and hunt as Packs. The pack system coordinates threat sharing, target focus, attack-slot rotation, and formation movement among members of the same pack.

📡

Threat Broadcasting

When one pack member is hit or alerted, the threat is shared with the rest of the pack. Aggro one wolf, you've aggroed the pack.

📣

Call to Arms

When a pack enters combat, members propagate a coordinated alert that drives the rest into combat against the same target.

🔄

Attack-Slot Rotation

The pack limits how many members can be in melee on the target at once. Excess members orbit, flank, and rotate in as slots open. Prevents creatures from clipping into each other on a single target and keeps positioning legible to players.

🧭

Formation Updates

The pack system periodically updates formations — leader-follower offsets, flanking positions, and combat-state coordination — so packs feel coherent rather than like a clump of independent agents.

🏇
Riding what you've bonded

The Mount System

In Design   The Mount System is partially built — mount configuration, multi-seat data, and seat-attachment syncing are in place; the riding-and-fighting loop and most of the polish work are still being authored. Expect adjustments as the system finalizes.

Seat Roles

🎮

Driver

Controls movement and the mount's primary abilities. The seat with the steering wheel.

🔫

Gunner

Weapon / ability seat. Restricted from steering, granted a configured ability set tailored to fighting from the back of the mount.

👤

Passenger

Along for the ride. Limited ability access — useful for transport, raid relocation, and squad-mobility plays.

  • 📌Configurable per class — Each mountable creature is configured with its own mount configuration with seat count, per-seat positions, allowed-ability sets, and dismount-while-moving rules.
  • 🔗Seat sync — Riders attach to their declared seats and stay in sync across all players, so other clients see the right rider in the right saddle.
  • 🔒Movement lock-out for riders — When a player mounts, their own character movement is suspended for the duration of the ride. The mount drives the locomotion; the rider is along for it.
  • 🛠️Mounted combat & stamina rulesIn design. Mount stamina, mounted-attack permissions, and the boundary between rider abilities and mount abilities are still being authored.
🩸
How damage flows in and out

Damage & Status Pipeline

Creatures don't have their own bespoke damage rules. They share the same Limb Health system players use — both as targets and as instigators. A bullet, a melee swing, a grenade fragment, or a creature claw all run through the same evaluation, so balance feedback is consistent across the board.

🎯

Per-Limb Damage

Damage routed into a creature lands on a specific limb. The limb decides resistances, multipliers, and whether the hit is a weakspot. Auto-targeting picks the most-damaged limb for unaimed sources; targeted hits route to the specific limb that was struck.

💥

Status Effect Application

Bleed, burn, poison, fracture, stun, and any other status authored in the system can be applied into the bond framework — either as a flat status (stacks + duration) or as a damage-over-time variant that ticks for a configured total damage budget over time.

⚙️

Attack-Defined Status

Creature attacks declare their own status payloads — a venomous strike auto-applies a poison stack on hit; a heavy swing pushes a stagger. The framework reads the attack's configuration and applies the right statuses automatically.

😖

Hit Reactions

Significant hits trigger a hit-reaction montage — light or heavy depending on damage thresholds, with a configurable cooldown to prevent reaction-spam-locking the creature. Movement is briefly suspended for the reaction window. Bosses can opt out of reactions to prevent stagger-locking endgame fights.

📈

Combat History

Every damaging interaction updates the creature's combat history — total damage dealt, damage taken, healing done. The data persists with the stored creature item between sessions.

🏆

XP & Kill Credit

Damage dealt and kills made grant the creature XP. Kill credit also routes a configured XP reward to the owning player's skill tree, scaled by creature level — so fighting alongside a strong companion levels you, too.

  • 🎯Bullet hits resolve to specific limbs — When a bullet hits a creature, the impact's bone is mapped to the corresponding limb and damage routes to that limb directly. Headshots, leg shots, arm shots all behave correctly without any special-case code.
  • 🩹Healing routes the same way — Heals flow through the framework and auto-distribute to the most-damaged limbs first. The same path used for damage drives restoration.
  • Failed-capture aggro flows through the threat table — A failed capture isn't a separate aggression rule — it dumps a fixed threat amount onto the creature's Threat Table for the player who tried, exactly like a damage event would.
Time-distortion fields work on creatures too

Temporal Dilation Integration

Creatures are full participants in Flayl's temporal dilation system. When a Temporal Grenade detonates a slow-time field over a wild pack — or over an enemy player's bonded companion — the dilation factor scales every relevant aspect of the creature's behavior, not just its movement.

🚶

Movement & Acceleration

Max speed and acceleration are scaled by the dilation factor on every movement frame. A creature inside a slow-time field crawls at the same proportion the field dictates.

🎬

Animation Rate

The creature's global animation rate scale is set to the dilation factor. Wind-ups, attack swings, and idle loops all play at the field's tempo.

🩸

Status-Effect Tick Rate

Bleeds, burns, poisons, and other status effects on the creature have their tick speed adjusted by the field. Hex Appeal-style "speed up the DoT" interactions affect creatures the same way they affect player targets.

⏲️

Reaction & Stun Timers

Hit-reaction countdowns, stun durations, and pathing-blocked detection windows all scale with the field's dilation factor. Slowing the creature genuinely makes everything internal slower, not just its visible motion.

🌀

Direction & Orientation Smoothing

Turning and locomotion smoothing scale with dilation, so a slow creature also turns slowly — no jarring snap-rotations to compensate for slowed translation.

🔁

Circling & Spacing

Pack-circling angular motion and combat-spacing logic also scale with dilation, so packs caught in a temporal field don't desync against each other.

🌳
Skill points that bend the bond

Skill-Tree Hooks

The Bond Framework reads its skill-tree investment from a dedicated Taming skill bank — separate from the combat archetype trees but cross-queryable from any of them. The hooks are explicit and shipped:

🪺

Companion Slot 2 / Slot 3

You start with one equipped companion slot. Investment in the slot-2 and slot-3 nodes unlocks the second and third equipped-creature slots, letting you carry up to three different companions and swap between them on the fly.

🔄

Swap Cooldown Reduction

Reduces the cooldown applied when swapping which equipped creature is active. Stacks with multiple ranks where defined.

🎯

Capture Chance Bonus

Adds a flat probability bump to every capture roll. Makes a difference primarily on high-resistance and boss-tier targets.

💰

Revival Cost Reduction

Lowers the number of revival items needed to bring a downed companion back. Scales with quality tier — cheaper revives matter most on Epic and Legendary creatures.

💞

Bond Strength Bonus

Improves the bond's damage / utility scaling. Used by ability progression curves that read the owner's bond-strength rank.

📈

XP Bonus

Adds +5% XP per rank to the creature's gain. Stacks across ranks. The framework reads the owner's max rank across all active trees and applies the bonus on every XP grant.

The combat archetypes (Berserker / Bullseye / Hex Appeal / Stitch Witch / Stalker / Warden / Handyman) shape how your attacks land — and because creature damage runs through the same Limb Health system, those archetype effects naturally apply when you're the one dealing the hit. There are no companion-specific archetype branches at the moment; the Taming bank above is where bond-direct progression lives.

🔌
Where the framework hands off to others

Cross-System Hooks

📦

Inventory Storage

Stored creatures are real inventory items. They sit in your collection, live in Flayl's inventory system, and travel through every existing inventory-aware system (sorting, persistence, transfers). The item itself carries the creature's full state — class, level, quality, abilities, combat history — between sessions.

💚

Limb Health Connection

The creature's damage handler takes any incoming damage and routes it to the right limb, and reports it back out as a running combat history. The same handler covers healing, status effects, kill XP, and hit-reaction triggering — one component owns the whole damage-flow contract.

💣

Throwables → Creature Spawner

In Design
The Throwables Framework declares an interface for spawning creatures from a throwable detonation — a thrown item that, on impact, can spawn one or more wild creatures with a configured initial bond level and follow-owner flag. The hook is in place; the throwable archetypes that use it are still being authored.

Temporal Dilation

Creatures register with the Temporal Dilation system. Any field that slows a region — temporal grenades, area abilities, environmental hazards — automatically scales the creature's movement, animation, status ticks, and reaction timers without any per-creature setup.

Big creatures, big counts, smooth frames

Performance & Optimization

A real-time bond system has to handle wild populations on the order of thousands of dormant creatures plus hundreds of active companions across an extraction-MMO sized world. The framework is built around a small set of explicit techniques that keep the cost predictable.

🎚️

AI Detail Levels

Creatures run their behavior at one of four detail levels — Full (every frame), Reduced (5 Hz), Minimal (1 Hz), or Dormant (no behavior at all) — based on distance to the nearest player. Far creatures pay almost no CPU; nearby creatures get the full simulation.

😴

Stasis

Creatures far enough out enter a Stasis state. They're suspended (no animation, no perception, no AI tick) until a player approaches and they wake back up. Lets the world hold a high creature count without paying for it on the frame budget.

🧪

Profiled Hot Paths

The capture eval, threat-table updates, detail-level evaluation, animation playback, mode transitions, and AI updates are individually profiled. The framework's hot loops are visible to the engine's built-in performance tools.

📋

Per-Pack Coordination

Pack threat sharing, attack-slot rotation, and formation updates run through a single coordinated system on a strict performance budget — packs scale by member count, not by O(N²) chatter.

🩺

Limb Health Batching

Damage, status checks, and bleed/burn/poison rule evaluation all go through the project's batched Limb Health system. A whole pack hitting one player resolves as a single tight tick rather than N independent damage passes.

📡

the network layer-Only Replication

In Design
The framework's master plan is built on Flayl's modern network layer with a custom filter / prioritizer pair that uses fast spatial lookups for relevance checks. The performance budgets are reserved; the filter and prioritizer themselves are still being authored.

  • 🎯Server authority on capture and damage — Capture rolls, damage application, status effect application, and revival all are decided by the game server. Players see fast feedback in real time; the server is the only thing that decides whether you actually caught it.
  • 📈Designed for the project's scale targets — The framework's design budget targets the project's full encounter scale (hundreds of players + thousands of AI). Filter, prioritizer, and AI detail-level tuning are all built around staying well inside that budget.
  • 🚪Multi-server handoff awarenessIn design. The framework's persistence layer is built around stored creatures being inventory items, which means seamless multi-server handoff naturally rides along with the existing inventory-handoff path. Final polish is planned for the upcoming networking phase.
  • 🛠️No log spam, ever — Developer diagnostic logs are gated behind explicit verbosity bumps. The default-shipping log level for hot paths is silent; developers can opt in per-system to debug specific behaviors.
Common questions

Things People Always Ask

  • 🐾How many companions can I carry at once? You start with one slot. Skill-tree investment unlocks slot two and slot three, for a maximum of three equipped creatures. Only one can be summoned and active at a time; swapping triggers a cooldown that skill investment can shorten.
  • 🪤What's the difference between Combat and Passive taming? Combat creatures must be weakened below the Capture Threshold (and, for some creature types, with specific limbs blacked out) before a Capture Device can roll a probability check. Passive creatures don't need to be hurt — you walk up, hold-Feed them, and watch the Affinity bar fill until the bond converts deterministically.
  • 💀What happens if my companion dies? For Common-through-Legendary creatures: the creature enters a Downed state, goes on a revival cooldown, and can be brought back at the configured revival cost. For boss-tier creatures: it's permadeath. Both the boss creature dying and the boss owner dying while it's summoned remove the creature permanently from your collection.
  • Can I improve a creature's quality after capture? No. Quality Tier is rolled once at capture time and is permanent. The roll is weighted by the Capture Device used and the wild creature's type, so investing in higher-quality devices is the path to a better-rolled companion.
  • 🎯Do my archetype passives apply when my companion fights? Your companion's hits run through the same Limb Health system as your own — but the archetype passives that scale your output don't automatically scale the creature's. Owner-side passives apply when you deal the hit; bond-direct progression lives in the Taming bank.
  • Do Temporal Grenades affect creatures? Yes — fully. A Temporal Dilation field scales a creature's movement, animation, status-effect tick speed, hit-reaction countdowns, stun timers, and turning smoothness. Slowing creatures inside the field genuinely slows everything internal, not just visible motion. Status DoTs on those creatures speed up the same way they do on player targets.
  • 🐺If I aggro one wolf, do I aggro the whole pack? Yes — pack creatures share threat. Hitting one member broadcasts threat to the rest of the pack and triggers a coordinated alert. The pack also rotates attack slots so you don't get all eight of them mashing into one melee node at once.
  • 🏇Can I ride my creatures? Some creatures are configured as Mountable and configured with one or more rider seats (Driver, Gunner, Passenger). The Mount System is partially built — basic seat attachment and player-syncing are in place; mounted combat rules and stamina are still being authored. Treat mounting as a "soon" feature.
  • 📦Where is my stored creature physically? In your inventory, as a stored creature item carrying every persistent piece of its state. It travels through the inventory the same way any other item does — sortable, persistent, transferable through the project's normal item rules.
  • 🩹How does my companion get healed? Healing flows through the same path that handles damage. Heals auto-distribute to the most-damaged limb first. Anything that heals players (regen abilities, healer companions, fields) heals creatures the same way.
  • 🆘Can I revive someone else's downed companion? Yes — a mercy-revival path exists. The downed creature's owner doesn't have to be present; another player can revive their companion using the same revival cost rules.
  • Won't all this AI hurt my framerate? The framework runs creatures at four AI detail levels by distance, drops far creatures into Stasis entirely, batches damage / status / threat updates through shared systems, and reserves Flayl's modern network layer. Hot paths are individually profiled. The system is engineered for the project's full target scale, not as a "we'll fix it later" item.